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Baldur's Gate Game Guide

Get the Downloadable Guide

Introduction
Index
Getting in Character
Companions
Monster & Animal Types
Combat & Spell Tips
Area & Quest Guide
Items
Walk-through
Chapter Six

  • When you get into the library you'll run into Koveras, who will give you a ring of protection and encourage you to wipe out the Iron Throne leaders. Regardless of whether or not you attack Rieltar and his crew, they'll be killed off and you'll be blamed for their deaths. You can get some additional magic items by doing the job yourself.

  • There are three separate areas in the Candlekeep catacombs, and they are each loaded with traps. All of the NPCs you'll encounter, other than Deder and Arkanis, are dopplegangers, so don't let your guard down. To end the chapter, you'll have to get through all three catacomb maps, and there's a fairly tough battle with an enemy party on the third map, so use a hidden or invisible thief (equipped with the boots of speed) to scout around the map. Check out the detailed sector walk-through for more information on the obstacles you'll face in the catacombs.

Chapter Seven

  • Your goals in this chapter consist of: a) going to the Iron Throne building and confronting Cythandria and obtaining Sarevok's diary; b) killing the assassins in the Undercellar to get an invitation to Sarevok's coronation; c) disrupting the coronation (perhaps stopping to save Eltan in Flaming Fist headquarters along the way); and d) pursuing Sarevok to the Thieves' Guild and then to the Undercity.

  • Cythandria waits at the top of the Iron Throne building, with a couple of ogre guards. In the middle of the Undercellar, you'll be confronted by Slythe and Krystin. They'll immediately attack you, and Slythe is particularly dangerous, since he is hasted and blurred. Cast a dispel magic spell as soon as possible, and haste a few of your own fighters (or use oil of speed) to even the odds. A hold person or charm person spell can end the fight in your favor very quickly, if the assassins fail their saving throws. Pick up the invitation on the body of Slythe.

  • Travel to the Duchal Palace and show Bill the guard your invitation. Make sure you have Sarevok's diary and/or the notes from the assassins in the Undercellar prior to entering. Take a few giant strength potions and use oil of speed or cast haste on your characters prior to entering. After the coronation speech, the noblemen will turn into greater doppelgangers and try to kill the remaining dukes. While the Flaming Fist enforcers will assist you, you must ensure that at least one of the dukes survives. Cast a dispel magic spell on the greater dopplegangers to slow them down. Once the dopplegangers are dead, you'll have to briefly fight Sarevok, but after you get a few hits in on him he'll disappear. Talk to the dukes and you'll be transported to the Thieves' Guild.

  • When you're in the Thieves' Maze, move slowly to try to only get one opponent confronting you at once. After you pass a couple of doom guards, you'll have to face two skeleton warriors in one of the toughest battles in the game. The corridor is also trapped with a series of lightning and fireball traps. The skeleton warriors are virtually immune to magical spells and their arrows act like arrows of fire, even though they are not magical. Send a thief (hasted or wearing boots of speed) up the corridor to disarm the traps (you can disarm the first couple before you'll encounter the skeleton warriors) and then flee back down the corridor to try to lure the skeleton warriors back to your party, one at a time. You can ambush the skeleton warriors when they round a corner. You can also use animated undead of your own, or summoned monsters, to draw the fire of the skeleton warriors while your fighters try to move in to engage in melee combat.

  • There are several additional traps in the maze, so continue to use a thief to scout the maze. There are some invisible stalkers and additional skeleton warriors, but none of them has a ranged attack.

  • A powerful group of Iron Throne members is hunting for Saverok near the middle of the Undercity. Consisting of both fighters and mages (and an ogre companion), they are dangerous adversaries. They tend to cast fireballs (and use arrows of detonation) to start the combat, so you're better off summoning some monsters or animating some dead to use as targets to draw fire away from your party. Stinking cloud or other area of effect spells such as web or fireball work particularly well for this combat, as the enemy party is tightly grouped. Concentrate on taking out the mages first, before they can take cause havoc in your party.

  • Sarevok's lair is in the northwest corner of the Undercity. There are several traps in the center of the room (avoid the "skull" symbol altogether) and several more along the sides. Use a thief to clear away the traps along the sides, and arm your party with the best missile weapons they have available. If you have them, use protection from magic scrolls and potions of freedom. Sarevok is immune to magic, but his accomplices are not, and you can hit them with fireballs until they go down. You might want to cast a silence 15 foot radius or miscast magic spell on Samaj as well. Create lots of summoned monsters/creatures and animated undead to use as cannon fodder. If you charge into the room, you won't last 30 seconds. Try to lure only a couple of enemies into view at a time.

  • The game will end as soon as you take down Sarevok, so you don't even need to take out his allies. By concentrating your ranged fire at Sarevok you'll take him down fairly quickly. He's a tough opponent to go toe-to-toe with, so you should lure him into chasing one character around while the others pummel him with ranged weapons. Enjoy witnessing the final fate of Sarevok.

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